[−][src]Struct gfx_gtk::GfxContext
A container for a GL device and factory, with a convenience encoder ready to use. Typically, it will be specialised, including a GlDevice and GlFactory
Fields
device: D
GFX device
factory: F
GFX factory
encoder: Encoder<D::Resources, D::CommandBuffer>
Convenience encoder, other encoders can be used by the library client when appropriate
Methods
impl<D, F> GfxContext<D, F> where
D: Device,
F: Factory<D::Resources>,
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D: Device,
F: Factory<D::Resources>,
pub fn create_msaa_pipeline_state<I: PipelineInit>(
&mut self,
aa: AaMode,
vertex_shader: &[u8],
pixel_shader: &[u8],
init: I
) -> Result<PipelineState<D::Resources, I::Meta>, PipelineStateError<String>>
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&mut self,
aa: AaMode,
vertex_shader: &[u8],
pixel_shader: &[u8],
init: I
) -> Result<PipelineState<D::Resources, I::Meta>, PipelineStateError<String>>
creates a Gfx PSO given a vertex/pixel shader pair. The PSO will contain a MSAA-enabled rasterizer if AaMode is Multi(_)
impl<D, F> GfxContext<D, F> where
D: Device,
F: Factory<D::Resources>,
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D: Device,
F: Factory<D::Resources>,
Auto Trait Implementations
impl<D, F> Send for GfxContext<D, F> where
D: Send,
F: Send,
<<D as Device>::Resources as Resources>::Buffer: Send + Sync,
<D as Device>::CommandBuffer: Send,
<<D as Device>::Resources as Resources>::DepthStencilView: Send + Sync,
<<D as Device>::Resources as Resources>::Fence: Send + Sync,
<<D as Device>::Resources as Resources>::Mapping: Send,
<<D as Device>::Resources as Resources>::PipelineStateObject: Send + Sync,
<<D as Device>::Resources as Resources>::Program: Send + Sync,
<<D as Device>::Resources as Resources>::RenderTargetView: Send + Sync,
<D as Device>::Resources: Resources,
<<D as Device>::Resources as Resources>::Sampler: Send + Sync,
<<D as Device>::Resources as Resources>::Shader: Send + Sync,
<<D as Device>::Resources as Resources>::ShaderResourceView: Send + Sync,
<<D as Device>::Resources as Resources>::Texture: Send + Sync,
<<D as Device>::Resources as Resources>::UnorderedAccessView: Send + Sync,
D: Send,
F: Send,
<<D as Device>::Resources as Resources>::Buffer: Send + Sync,
<D as Device>::CommandBuffer: Send,
<<D as Device>::Resources as Resources>::DepthStencilView: Send + Sync,
<<D as Device>::Resources as Resources>::Fence: Send + Sync,
<<D as Device>::Resources as Resources>::Mapping: Send,
<<D as Device>::Resources as Resources>::PipelineStateObject: Send + Sync,
<<D as Device>::Resources as Resources>::Program: Send + Sync,
<<D as Device>::Resources as Resources>::RenderTargetView: Send + Sync,
<D as Device>::Resources: Resources,
<<D as Device>::Resources as Resources>::Sampler: Send + Sync,
<<D as Device>::Resources as Resources>::Shader: Send + Sync,
<<D as Device>::Resources as Resources>::ShaderResourceView: Send + Sync,
<<D as Device>::Resources as Resources>::Texture: Send + Sync,
<<D as Device>::Resources as Resources>::UnorderedAccessView: Send + Sync,
impl<D, F> Sync for GfxContext<D, F> where
D: Sync,
F: Sync,
<<D as Device>::Resources as Resources>::Buffer: Send + Sync,
<D as Device>::CommandBuffer: Sync,
<<D as Device>::Resources as Resources>::DepthStencilView: Send + Sync,
<<D as Device>::Resources as Resources>::Fence: Send + Sync,
<<D as Device>::Resources as Resources>::Mapping: Send,
<<D as Device>::Resources as Resources>::PipelineStateObject: Send + Sync,
<<D as Device>::Resources as Resources>::Program: Send + Sync,
<<D as Device>::Resources as Resources>::RenderTargetView: Send + Sync,
<D as Device>::Resources: Resources,
<<D as Device>::Resources as Resources>::Sampler: Send + Sync,
<<D as Device>::Resources as Resources>::Shader: Send + Sync,
<<D as Device>::Resources as Resources>::ShaderResourceView: Send + Sync,
<<D as Device>::Resources as Resources>::Texture: Send + Sync,
<<D as Device>::Resources as Resources>::UnorderedAccessView: Send + Sync,
D: Sync,
F: Sync,
<<D as Device>::Resources as Resources>::Buffer: Send + Sync,
<D as Device>::CommandBuffer: Sync,
<<D as Device>::Resources as Resources>::DepthStencilView: Send + Sync,
<<D as Device>::Resources as Resources>::Fence: Send + Sync,
<<D as Device>::Resources as Resources>::Mapping: Send,
<<D as Device>::Resources as Resources>::PipelineStateObject: Send + Sync,
<<D as Device>::Resources as Resources>::Program: Send + Sync,
<<D as Device>::Resources as Resources>::RenderTargetView: Send + Sync,
<D as Device>::Resources: Resources,
<<D as Device>::Resources as Resources>::Sampler: Send + Sync,
<<D as Device>::Resources as Resources>::Shader: Send + Sync,
<<D as Device>::Resources as Resources>::ShaderResourceView: Send + Sync,
<<D as Device>::Resources as Resources>::Texture: Send + Sync,
<<D as Device>::Resources as Resources>::UnorderedAccessView: Send + Sync,
Blanket Implementations
impl<T> From for T
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impl<T, U> Into for T where
U: From<T>,
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U: From<T>,
impl<T, U> TryFrom for T where
U: Into<T>,
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U: Into<T>,
type Error = !
🔬 This is a nightly-only experimental API. (
try_from
)The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T> Borrow for T where
T: ?Sized,
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T: ?Sized,
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> BorrowMut for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T, U> TryInto for T where
U: TryFrom<T>,
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U: TryFrom<T>,